[Champion Concept] Crux, the Quiet Rifle

IlluminatiJoe·2/1/2017, 3:26:03 PM·3 votes·838 views

Faction: Noxus Role: ADC Lane: Bot

Abilities:

Passive [Steady Hand]: After not moving for at least 2 seconds, Crux has increased attack range and ability range by 20% for the next 3 seconds.

Q [On Gunpoint]: Crux marks a target for 5 seconds slowing them down by 4%/7%/10%/13%/16% and giving vision of them. The next attack on the marked target will deal 40/70/100/130/170 (+45% AD) additional damage. Cooldown: 20/19/18/17/16 seconds Cost: 40/45/50/55/60 mana

W [Piercing Shot]: Crux shoots a bolt of energy in a direction dealing 40/50/60/70/80 (+40% AD) on all enemies hit. The last enemy hit will take 30/40/50/60/70 (+15% AD) additional true damage (If there is only one enemy hit, it will not take additional damage). Cooldown: 13/12/11/10/9 Cost: 45/50/55/60/65 mana Range: 1250

E [Unseen Threat]: Crux shoots 3 bullets dealing 90/110/130/150/170 (+70% AD) that spread and can't be seen by enemy champions. When Crux uses this ability, a indicator is shown on top of him. Cooldown: 18/17/16/15/14 seconds Cost: 60/65/70/75/80 mana Range: 950

R [Deadlocked]: Crux shoots a poisoned bullet to a target enemy dealing 100/300/500 (+110% AD) physical damage. If a target is marked with On Gunpoint it will deal 50/100/150 additional physical damage. If the target enemy is not killed, the poison will drain 8%/10%/12% of their current health over 6 seconds (minimal 75 damage). Cooldown: 140/125/105 seconds Cost: 100/110/120 mana Range: 850

Recommended Items and Spells:

*Summoner Spells: summoner 3 summoner 6 or summoner 4 summoner 14

*Items:

Starting: item 1055 item 2003

Early: item 1038 item 1043 item 3006

Essential: item 3153 item 3085 item 3812

Offensive: item 3508 item 3046 item 3072

4 Comments

Peanut The Joker2/1/2017, 3:58:25 PM1 votes

A good start. I can already see a Q + passive combo :D

The Dreamwalker2/1/2017, 4:03:16 PM1 votes

The power scaling of the Q is off. Champions increase by the same amount per level. It should be 40/70/100/130/160. Just a minor tweak. Good star thought. I like the passive and that Q.

FloRaider422/1/2017, 8:22:47 PM1 votes

Passive: Considering Fiddles and Teemos passives three seconds seems a tad long. Q: Could be exchanged with W, because Q usually has the lowest CD and is more of a poke ability.

ModThe Djinn5/22/2017, 3:24:14 PM1 votes

As requested, so I appear!

{quoted}Passive [Steady Hand]: After not moving for at least 2 seconds, Crux has increased attack range and ability range by 20% for the next 3 seconds.

Q [On Gunpoint]: Crux marks a target for 5 seconds slowing them down by 4%/7%/10%/13%/16% and giving vision of them. The next attack on the marked target will deal 40/70/100/130/170 (+45% AD) additional damage. Cooldown: 20/19/18/17/16 seconds Cost: 40/45/50/55/60 mana

W [Piercing Shot]: Crux shoots a bolt of energy in a direction dealing 40/50/60/70/80 (+40% AD) on all enemies hit. The last enemy hit will take 30/40/50/60/70 (+15% AD) additional true damage (If there is only one enemy hit, it will not take additional damage). Cooldown: 13/12/11/10/9 Cost: 45/50/55/60/65 mana Range: 1250

E [Unseen Threat]: Crux shoots 3 bullets dealing 90/110/130/150/170 (+70% AD) that spread and can't be seen by enemy champions. When Crux uses this ability, a indicator is shown on top of him. Cooldown: 18/17/16/15/14 seconds Cost: 60/65/70/75/80 mana Range: 950

R [Deadlocked]: Crux shoots a poisoned bullet to a target enemy dealing 100/300/500 (+110% AD) physical damage. If a target is marked with On Gunpoint it will deal 50/100/150 additional physical damage. If the target enemy is not killed, the poison will drain 8%/10%/12% of their current health over 6 seconds (minimal 75 damage). Cooldown: 140/125/105 seconds Cost: 100/110/120 mana Range: 850

So...this review can actually be accomplished pretty quickly. I'll focus on two abilities that stand out, and then give some thoughts on the overall design.


Passive [Steady Hand]: After not moving for at least 2 seconds, Crux has increased attack range and ability range by 20% for the next 3 seconds.

I feel like this is an odd ability on a Marksman, especially if nothing else triggers it. It may help in laning, but Marksmen typically need to stay mobile and via for superior positioning, and I'm not sure a slight range increase and ability range is worth remaining stationary. It works for Teemo because his design is one of lying in wait, harassing, and running away to hid again, but I'm not sure it fits a more traditional Marksman, or has as much utility as Teemo's does.

E [Unseen Threat]: Crux shoots 3 bullets dealing 90/110/130/150/170 (+70% AD) that spread and can't be seen by enemy champions. When Crux uses this ability, a indicator is shown on top of him. Cooldown: 18/17/16/15/14 seconds Cost: 60/65/70/75/80 mana Range: 950

I cannot endorse the ability at all. Not seeing what damages you is one of the worst feelings in the game, and invisible projectiles are something I would NEVER want to see in League. The only counterplay here is "guess where he fired them" and that's really kind of ridiculous. I'd say this one needs an entire redesign, frankly.


#CLOSING THOUGHTS

Normally I talk a bit more before giving closing thoughts, but the core of this kit is actually so straightforward that I don't have to. What we have here is a Marksman almost more straightforward than CAITLYN, and that's saying something. There are two "point to damage" abilities and two "skillshot to damage" abilities, all of which simply deal damage (one with a minor slow). The only skill required is hitting two shots, the passive encourages standing still -- an easy task but one you'll rarely use -- and the only actual interaction in the kit is Q + Ult.

It's just not very interesting, sadly. The only truly unique feature is invisible projectiles -- one I feel is inherently bad for game clarity and game design.

I'd really like to see you consider diving a bit more into the skill expression behind the champion and who this character IS. It "quiet rifle" a title he earned from his peerless and unseen sniping? From his innate subterfuge skills? Could you include stealth? Could you emphasize the sniping aspect more without stepping on Caitlyn's toes? Could you implement a deception-style mechanic?

I just feel there's a LOT of room for exploration with this concept, so seeing four different applications of "apply bullet, deal damage" is really a bit of a disappointment. There's nothing he brings to the table that makes him more valuable in a situation than basically any other Marksman.


Incidentally, if you're ever bored, I'm always interested in thoughts on my own designs.